// POSTPROCESSING
// ============================================================================
- // another scan-like routine:
- // short explosions (for example, in bd1) started with explode_2.
- // internally we use explode_1; and change it to explode_2 if needed.
- if (cave->short_explosions)
- {
- for (y = 0; y < cave->h; y++)
- {
- for (x = 0; x < cave->w; x++)
- {
- if (is_first_stage_of_explosion(cave, x, y))
- {
- next(cave, x, y); // select next frame of explosion
-
- // forget scanned flag immediately
- store(cave, x, y, get(cave, x, y) & ~SCANNED);
- }
- }
- }
- }
-
- // finally: forget "scanned" flags for objects.
+ // forget "scanned" flags for objects.
// also, check for time penalties.
// these is something like an effect table, but we do not really use one.
for (y = 0; y < cave->h; y++)
}
}
+ // another scan-like routine:
+ // short explosions (for example, in bd1) started with explode_2.
+ // internally we use explode_1; and change it to explode_2 if needed.
+ if (cave->short_explosions)
+ {
+ for (y = 0; y < cave->h; y++)
+ {
+ for (x = 0; x < cave->w; x++)
+ {
+ if (is_first_stage_of_explosion(cave, x, y))
+ {
+ // select next frame of explosion
+ next(cave, x, y);
+
+ // forget scanned flag immediately
+ store(cave, x, y, get(cave, x, y) & ~SCANNED);
+ }
+ }
+ }
+ }
+
// this loop finds the coordinates of the player. needed for scrolling and chasing stone.
// but we only do this, if a living player was found. if not yet, the setup
// routine coordinates are used